Well I finished my races, classes, spells, equipment, monsters, and NOT treasure.
Monsters ah Monsters, they are just mostly 3 stats. AC HD and Move with a brief description of damage and the monster.
After spells, Treasure Tables really suck. Have not made any yet. Oh how I dread.
I mean my spells are still only BARELY described hoping that GM Fiat and judgement will make the final decision.
The best part of the game is GM Fiat. The GM not the rules are the ultimate judge in this game. The other part is the GM not the players need to learn the rules. The players will just play their characters and have fun.
I also made the game to be played FAST! I decided on using the BASIC style of initiative.
It works.
It works with HUGE combats.
The game should be easy to run most of all and allow the GM to tell a story with fast action and deep story. EASY to run!
Hope to playtest this 4th of July with my Pathfinder Group as I am running out of patience with PFRPG.
I hope to start a spark and let it burn. This is not going to be another Simulacrum but a hybrid of old and new.
I hope that I can get comments good or bad to let me make this into a great RPG. I know that there will be many disagreement from those who have their own ideas but I have been gaming for 30 years and I know what makes a great game despite the intent of other designers.
No one purposely designs a game bad they just don't think of the practicality of their rules all the way through.
The Old School stuff I left out was Level Limits, Racial Limits, Weapon vs Armor Restrictions, and other stuff...
New School I left out Skills, Feats, Whole Page Monster Stat Blocks, Stupid Huge Hit Point Amounts, Level Adjustments and many other things.
Well been drinking and got to get ready for bed and work.
This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Friday, June 24, 2011
My non-Perfect RPG
Labels:
4E,
design,
indie games,
megadungeon,
old school,
planning,
rules,
Skills,
Stupid humans,
time,
too much,
work
Thursday, June 16, 2011
Feats defeat.
Well why were Feats created? In new school gaming the idea was to provide a way to do cool things.
Like tripping someone.
But why do you need a Feat to do things?
In a game with Gamemaster Fiat things such as a bullrush, trip, sundering of a weapon were done on the fly by adding a few points of difficulty to the too hit number or subtracting from the player's roll.
Wow in this short article I just provided you with an unlimited source and list of feats.
Like tripping someone.
But why do you need a Feat to do things?
In a game with Gamemaster Fiat things such as a bullrush, trip, sundering of a weapon were done on the fly by adding a few points of difficulty to the too hit number or subtracting from the player's roll.
Wow in this short article I just provided you with an unlimited source and list of feats.
Labels:
Combat,
design,
not old school,
old school,
planning,
problems,
rules,
too much
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